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Mira 30bbd7bb32 Fix reloading of empty revolver (#91657)
## About The Pull Request
Fixes reloading of empty revolver
Fixes #91531

## Why It's Good For The Game
No way to reload a revolver after unloading it is sad

## Changelog

🆑
fix: Empty revolvers can now be reloaded
/🆑
2025-06-16 21:43:07 +10:00

69 lines
1.9 KiB
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/obj/item/ammo_box/magazine/internal/cylinder
name = "revolver cylinder"
ammo_type = /obj/item/ammo_casing/c357
caliber = CALIBER_357
max_ammo = 7
///Here, we have to maintain the list size, to emulate a cylinder with several chambers, empty or otherwise.
/obj/item/ammo_box/magazine/internal/cylinder/remove_from_stored_ammo(atom/movable/gone)
for(var/index in 1 to length(stored_ammo))
var/obj/item/ammo_casing/bullet = stored_ammo[index]
if(gone == bullet)
stored_ammo[index] = null
update_appearance()
return
/obj/item/ammo_box/magazine/internal/cylinder/get_round()
rotate()
var/casing = stored_ammo[1]
if (ispath(casing))
casing = new casing(src)
stored_ammo[1] = casing
return casing
/obj/item/ammo_box/magazine/internal/cylinder/get_and_shuffle_round()
return get_round()
/obj/item/ammo_box/magazine/internal/cylinder/proc/rotate()
var/b = stored_ammo[1]
stored_ammo.Cut(1,2)
stored_ammo.Insert(0, b)
/obj/item/ammo_box/magazine/internal/cylinder/proc/spin()
for(var/i in 1 to rand(0, max_ammo*2))
rotate()
/obj/item/ammo_box/magazine/internal/cylinder/ammo_list()
var/list/no_nulls_ammo = ..()
list_clear_nulls(no_nulls_ammo)
return no_nulls_ammo
/obj/item/ammo_box/magazine/internal/cylinder/give_round(obj/item/ammo_casing/R, replace_spent = 0)
if(!R || !(caliber ? (caliber == R.caliber) : (ammo_type == R.type)))
return FALSE
for(var/i in 1 to stored_ammo.len)
var/obj/item/ammo_casing/bullet = stored_ammo[i]
if(bullet && (!istype(bullet) || bullet.loaded_projectile))
continue
// empty or spent
stored_ammo[i] = R
R.forceMove(src)
if(bullet)
bullet.forceMove(drop_location())
return TRUE
return FALSE
/obj/item/ammo_box/magazine/internal/cylinder/top_off(load_type, starting=FALSE)
if(starting) // nulls don't exist when we're starting off
return ..()
if(!load_type)
load_type = ammo_type
for(var/i in 1 to max_ammo)
if(!give_round(new load_type(src)))
break
update_appearance()